Bard Subclass: College of Lovers

by Acenm5

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This is how I
want to remember
the Lovers. Cavern
acoustics just
can't compete with
open air.

BARD | COLLEGE OF LOVERS
4

College of Lovers

Bards of the College of Lovers create music from the feelings of the creature around them. During a performance, the aud- ience is made to feel as though all their emotions are mixing and adding together. It is no wonder, then, that these bards are sought-after entertainment for parties and celebrations. The Lovers know how to easily manipulate feelings, and they take great pride in making their allure seem effortless. You can choose a magical, attractive quality for your character or determine it by rolling on the Attractive Quality table.

d4 Attractive Quality
1 You always have a pleasant scent, even if you haven't bathed recently.
2 Your skin, fur, or other main body covering has a slight sheen and seems to repel grime.
3 Even if you aren't a good singer, your voice has an unmistakable calming effect.
4 You're warm to the touch, even in a blizzard.

Chord of Indecision

3rd-level College of Lovers feature

You know how to release special reverberations that cause creatures to hesitate. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. On its next turn, the creature must subtract the number rolled times 5 from its speed. Additionally, the creature can't use its reaction until the beginning of your next turn.

Words of Connection

3rd-level College of Lovers feature

If you speak to a humanoid alone for at least 1 minute, you can attempt to form an empathic bond with it and convince it that seeing things from a new perspective would help it in some way. At the end of the conversation, the target must suc- ceed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed this way for 10 minutes, ending early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. During this time, you and the target share all senses and can communicate with each other telepathically.

While the target is charmed this way, you can use your bonus action to switch personalities with it, allowing you to

control the target's body and allowing it to control yours until the charm ends or you use your bonus action to switch back. Both you and the target use the game statistics of the other creature while your personalities are switched, although you both retain your own alignment, proficiency bonus, skill prof- iciencies, and Intelligence, Wisdom, and Charisma scores. Neither you nor the target can cast spells while controlling the other creature's body or attempt to put them in harm's way, such as by approaching a cliff with the intent to jump.

If the target succeeds on its saving throw, the target has no idea that you tried to magically charm it.

When the effect ends, the target knows that you charmed it. However, unless it has good reason to think otherwise, it believes that the experience was beneficial to its well-being.

Once you use this feature, you can't use it again until you finish a long rest or expend a spell slot to use it again.

Affective Priority

6th-level College of Lovers feature

You can project the image of a person's soulmate directly into their mind, making them think that you are actually the object of their affections. As a bonus action, you force one humanoid you can see within 60 feet of you to succeed on a Wisdom saving throw against your spell save DC or become charmed by you for the next hour. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While charmed in this way, if the target notices another creature charmed by you, it sees the other creature as a rival and goes out of its way to incapacitate that creature, even if your charm ends on the perceived rival later. Otherwise, if the target enters combat against hostile creatures, it will only use its action to Dash, Dodge, or Help in a way that assists you.

Each time the target takes damage from a source other than its perceived rival, it makes a new Wisdom saving throw. If the saving throw succeeds, the charm ends immediately.

Once you use this feature, you can't do so again until you finish a short or long rest.

Irresistible Charms

14th-level College of Lovers feature

Creatures have disadvantage on saving throws against being charmed by you.

Credits

Original Homebrew Content by Acenm5. Take the Survey.


Context: D&D 5th Edition by Wizards of the Coast, LLC.


Page 4 Art: Priscilla & Dandelion by Agus SW.


Made using GM Binder with Memo Snippets by Rhaenon.

 

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